There are no such things as joints. Skeletons are made of Bones.
In order to directly manipulate the location or rotation of individual bones, you need to use a UPoseableMesh, rather than a USkeletalMesh. USkeletalMesh bone transforms can only be set by applying an existing animation.
See:
- UPoseableMeshComponent
- UPoseableMeshComponent::GetBoneLocationByName
- UPoseableMeshComponent::GetBoneRotationByName
- UPoseableMeshComponent::SetBoneLocationByName
- UPoseableMeshComponent::SetBoneRotationByName
- EBoneSpaces - “EBoneSpaces” is an enum indicating if you are setting the location/rotation is WorldSpace or in the Bone’s local ComponentSpace. You set pass the proper value entering the ENumName::ValueName, e.g. “EBonesSpaces::ComponentSpace”
You may find some more help here: